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Part 2: Rendering in ZBrush. (more above)

Rendering

The idea of rendering in zbrush is nothing new,but with the addition of HDR and the ability to alter things with BPR filters,
the game for me changed significantly.
I'm the kinda guy who doesn't like to move around a lot.
The more I can stay in one program the easier it is for me to focus.
Conceptual work can be done now from beginning to end within this program. And I love it.

This Mermaid was done from a sphere in one hour.
The actual render used no photoshop what so ever, the end result being layered filters found within the BPR filter itself:

This Alien should look familiar, He was done using two spheres
one for the suit and one for the head. He used a simple wax shader for skin.

This devil's render was my second play with the bpr filters.

This butterfly was the first successful test I did with the wax shader as a skin shader, I was so happy with how this came out. I also put a quick vid showing the very very beginning of the sculpting process and what I go through when making a model like this.

And finally was the head I did to document a video tutorial on how I created this shader, it uses 3 variations of the material all blended together using zbrush's new material blending system.

This piece was done using the new curve brushes, really interesting things. Every thing from the wrinkles to the poly paint was done using the curves as a base.

a snippet of the base material, of which three versions are applied to the final model.

An Alien dog thing I did in a quick sitting

The Idea of rendering continued, but I realized I had no real videos of me modeling.
I decided I would (from a sphere) design a realistic creature

I also wanted to play with the new noise plugin

one afternoon I popped out this imagea napping old man and it made me smile:

A Cartoonish Gorilla, still a work in progress. about an hour so far, still trying to see where this one goes

And theres more of course, but its mostly scraps here and there, once polished they'll pop up somewhere haha. Making these sculptures I used every single new feature available to me. It was like using a completely new program, without learning anything. All the features were intuitive and just worked (most of the time haha). I never felt more at ease then with using these features.

I'm so glad I got a chance to help further along such a great program, and I look forward to future betas with such a great company.

a character's time depends on my inspiration. The quickest was the creature in armor, 43 min. the longest was "Bigman" (the dude at the top decked out) he took a few days. He was also one of the first models I did with dynamesh and wanted to see how far I could really push it.